texture Input;
sampler inputSampler = sampler_state
{
    Texture = <Input>;
    AddressU = Clamp;
    AddressV = Clamp;
    MagFilter = Linear; // Anisotropic ?
    MinFilter = Linear;
};

struct ShaderData
{
    float4 Position : POSITION0;
    float2 TexCoord : TEXCOORD0;
};

ShaderData VertexShaderFunction(ShaderData input)
{
    return input;
}

float4 PixelShaderFunction(float2 screenCoord : TEXCOORD0) : COLOR0
{
    return tex2D(inputSampler, screenCoord);
}

technique Technique1 <string Output="Output";>
{
    pass Pass1
    {
        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}
